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baffmeister

+MODDER
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Everything posted by baffmeister

  1. Version Beta 0.90

    392 downloads

    The terrain is set up to use the GermanyCE.Cat file but there are not that many ThirdWire objects in use and no ThirdWire tiles so it may work OK with other Terrain.cat files but hasn't been tested. This is a very narrow focused terrain with the emphasis on fighter bomber operations in the Ardennes region in late 1944 and early 1945. The main intent of this project was to make a semi-historical Battle of the Bulge campaign but as usual with the SF series, things are taking much longer than expected so I'm going to release this unfinished beta 0.9 version for testing and hopefully get the final version with a campaign released in about 6 months. The towns along the front line are in place but I still have quite a few to add further behind both the US and German lines. Most targets are of the tactical variety such as supply dumps, fuel caches, storage barns, command/communication trucks, fuel trucks, high value tanks and local command buildings. Most target areas are focused on the Ardennes region with the exception of airfields and hangars. The area to the east of the Rhine river is considered off limits to allied fighter bombers so the five German airfields located there have zero points for runways and hangars. There are two German airfields on the west side of the Rhine that can be assigned as strike targets during single missions. The seven Allied airfields and their hangars can be targets during Luftwaffe strike missions. NOTES: The terrain has some artillery positions and the plan is to use the artillery as a force multiplier during the campaign. The artillery is very one sided in areas that saw quick German break outs but the northern and southern shoulders of the battle area saw very little movement so those areas have artillery positions for both sides. The terrain is meant for fighter bomber operations only so all airfields are classed as SMALL to try and minimize the number of large aircraft that might show up in single missions. There are three types of runways in use, two use a version of my quicker take off mod and one uses the FE style sequential take off. All the add-on tanks, vehicles, guns, etc. have had adjustments made to things like hit boxes, engine power, on and off road speed, armor protection, gun range, rate of fire, visual range, etc. They aren't perfect but I thought it best to take a consistent approach. Although they weren't always widely available, all the tank guns use AP rounds with no explosive in the warhead. All the guns and ground objects included have a suffix for "Bulge" or "Baffmeister', take your pick. There is an optional folder that contains some AAA pieces. If you are happy with your present WW2 AAA set up it can be ignored but my WW2 install was a real mess regarding the AAA so I took the opportunity to improve things. For now, the German 88mm, US 90mm and British 3.7inch time fused flak use the same gun and cover the entire WW2 date range. This is a gross simplification but I'm still experimenting with overly large explosive rounds for the time fused flak so it remains as is. ISSUES: The seven allied airfield positions are relatively accurate although I had to move them a bit to fit within the GermanyCE terrain tods. The Luftwaffe airfields are just using some of the stock ThirdWire locations. Two of the Luftwaffe airfields have a second airfield/runway attached to give two airfields at one location. None of the airfields are a good representation of the actual WW2 airfields. Also, I haven't had a chance yet to sort through some new objects so they are very plain looking. I tried to organize the ground objects a bit so they all have Green, Tan and for this terrain White texture folders. Some of the objects had some dedicated winter textures I could use but others I had to make myself by just messing with colors, brightness and saturation. Lots of room for improvement! The same holds true for winter roof textures I did for some building objects. Geezer's objects all have good textures! While scouting out town locations I found a great spot on the GermanyCE terrain for Elsenborn Ridge and guesstimated the other town locations off that point. The result is inaccurate town locations too far south. It doesn't really affect game play unless you try and fly with a real map but it's a done deal at this point. The ThirdWire GermanyCE terrain doesn't really do the Ardennes region justice. None off the rivers that were a big part of the Battle of the Bulge are modeled and neither are most of the roads but trying to do a dedicated terrain would have added years to the project. I tried using a very tight date range for this terrain but it seems to default to 1944 or 1945. For single missions you will want to choose 1944 because, at certain target areas, some US objects get removed from the terrain starting 17th December, 1944. TERRAIN CREDITS ThirdWire: GermanyCE terrain and city TODs. Stary: GermanyCE Hard Winter tiles and countryside TODs and TOD textures. Some TOD textures taken from Rends GermanyCE terrain. STATIC BUILDING AND EQUIPMENT OBJECTS CREDITS Geezer: Too many objects to name individually! They are being run from individual folders within the terrain folder. The credits are included within the object folders. Objects include urban blocks, farm houses, town houses, churches, barns, light industrial buildings, warehouses, static vehicles, soldiers, horse drawn carts,tents and a supply dump. Some hangars included as well. Thank you Sir! Polak and Wrench: Some objects from Object Library 1. Gepard: Burg_Colditz, Pfalzgrafenstein, airfield ramps, taxiways and a runway with modified textures. WingWiner: Many town buildings and destroyed models, most with modified textures. Stary: str_han1, 4, and 8 with modified textures. Also, some Stary textures being used on a couple of ThirdWire hangars. Sundowner: Road grader. Closterman: Tactical Control Centre. Monty CZ: Static version of his Opel_Blitz_Com vehicle and a landing strip model with modified textures. Mitch: halle3_close Stephen1918: SmallChurch. Unknown: FH-Trees, Tree3A, Tree3B and Tree3C. Unknown: Fort Gatehouse, Fort HQ Building, Fort Turret, Fort Wall and Fort Wall Destroyed, all with modified textures. GROUND OBJECT CREDITS Geezer: 105mm German and US artillery, M5 anti tank gun, PanzerWerfer-42, motorized versions of his M3 half track, GMC canvas truck, Dodge WC51 light truck, and a PanzerIVh model that is still a work in progress. Geo: M3 half track, M36 tank destroyer, Panther tank, Sdkfz251 half track, Sdkfz251 flak, TigerII tank, Sherman M4A3 and E8 tanks, M16 Quad AAA, and Opel Blitz Canvas/Open trucks. Raven: TigerI tank and the SturmTiger rocket launcher. Monty CZ: 88Flak36Emplaced, 88mm Flak36Towed[used as AT gun], and I think, the 20mm FlakVierling [quad]. Nicholas Bell: Bofors L60 ThirdWire: US 90mm AAA. [uses KS-19 Lod.] Unknown: British 3.7inchAAA. SPECIAL THANKS TO MUE! Without his Target Area Editor I would not have even attempted this project! INSTALLATION: Instructions included in the package. WAIVERS: Geezer's PanzerIV-h model is still a work in progress and may not be re-distributed in any way. It's included mainly for testing and as a favor to me. It includes some copy/paste textures from RussoUK's PanzerIV-j but that's just a temporary test for now. Geezer's other building/vehicle/troop etc. objects can be used, with appropriate credits, for freeware projects only, no commercial use permitted. The new objects are contained in individual folders within the BotB Terrain folder and can be easily viewed with Mues lod viewer. You can then do a search through the BotB_Types.ini to see the way I've set them up, which might not be the best way. Keep in mind, this isn't a formal object pack upload and not all summer textures are included. The terrain is still WIP and may not be re-distributed or modified, except for personal use. To the best of my knowledge, other objects included in this package are subject to the CombatAce fair use agreement.
  2. I have a bit more information somewhere, I think based on U.S. tests, but might take awhile to find it. From memory, I think the type had lots of trans sonic issues but as Gepard mentioned, could be very good in the subsonic area with probably 7+ sustained G capability at combat weights. Pakistan seemed very pleased with their Chinese versions. This is one of the ThirdWire FM's I would like to take a closer look at but don't have enough info to do anything with it at this point.
  3. 7 was a good one. Windows 10 has been a mixed bag for me. I've been quite successful getting some old games to run but Microsoft has been very annoying trying to flog their products and the Dell G5 rig I bought is a bit of a shit box. Check some YouTube reviews! Fortunately, after removing some bloatware the performance has improved considerably.
  4. Here's a link to an F-16 mod that "somewhat" models the automatic G-Limiter on the F-16. It just dumps lift at a bit over 9G's so you can piss away all your speed if you're on the limiter for too long. https://combatace.com/forums/topic/94348-sf2-f-16a/?tab=comments#comment-763194
  5. ...........toes......knees......nose......in my day.
  6. ....................and check Gepards tutorial in the Knowledge Base.
  7. My new computer has an integrated sound card, as did the previous. The first computer I ran SF on I bought the cheap sound card that fixed the SF com stutter. It is a very annoying problem but, like I said, no obvious fix that I'm aware of. It might be game related or maybe just an odd bottleneck on some computers.
  8. I have had this problem off and on over the years so you're not the only one. Unfortunately, I don't know the cause but have fixed it in the past using different approaches. A dedicated but cheap sound card worked once for me. Another time I think a ram increase helped if I remember correctly. With my latest computer, only one year old, the curse returned. [ When Red Crown talks, the whole world stops. What a Princess!] This time around I had to install SF2 on the SSD instead of the standard drive. I should have got a much larger SSD but it's only big enough for the OS and a few smaller games.
  9. I have the same issue with those cranes as well. They appear in the "TARGET" editor but not in game and I don't have a clue why.
  10. The timed fuse flak is more or less useless in it's stock form. If you placed 1000 flak guns around Berlin or where ever it might be useful but that's not really practical so about the only option is to use an unrealistic warhead weight, as demonstrated. That's the approach used in the SF-2V expansion. At one time there was a way to increase the flak effectiveness my networking the guns and it did work for me in SF-1 but doesn't seem to help much, if at all, in SF-2.
  11. Here's an updated landing gear section for the TU-160. I got the main gear oleo's working in the proper direction and also got the main wheels rotating as well as some other edit's. Don't forget, this plane was posted as a beta/wip so you will probably find all kinds of issues and the FM is VERY undeveloped. // Landing Gears --------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=10.0 AnimationID=1 DragArea=2.5 HideGearNode=TRUE ModelNodeName=gear_frnt ShockNodeName=Front_Shock ShockTravelAxis=Z-AXIS ShockStroke=0.6 SpringFactor=4.5 DampingFactor=4.0 WheelNodeName=tire_front RotationAxis=X-Axis ReverseWheelRotation=FALSE RollingRadius=0.425 CastoringWheel=TRUE CastoringNodeName=Castor_Front Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=50.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.01 MaxDeploySpeed=129.48 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=13.0 DragArea=5.0 AnimationID=1 HideGearNode=TRUE ModelNodeName=Gear_left ShockNodeName=shock_l ShockTravelAxis=Y-AXIS ShockStroke=0.8 SpringFactor=7.5 DampingFactor=6.0 WheelNodeName001=Wheel_L1 WheelNodeName002=Wheel_L2 WheelNodeName003=Wheel_L3 WheelNodeName004=Wheel_L4 RotationAxis=X-Axis RollingRadius=0.608 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.01 MaxDeploySpeed=129.48 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=13.0 DragArea=5.0 AnimationID=1 HideGearNode=FALSE ModelNodeName=Gear_Right ShockNodeName=Shock_r ShockTravelAxis=Y-AXIS ShockStroke=0.8 SpringFactor=7.5 DampingFactor=6.0 WheelNodeName001=Wheel_R1 WheelNodeName002=Wheel_R2 WheelNodeName003=Wheel_R3 WheelNodeName004=Wheel_R4 RotationAxis=X-Axis RollingRadius=0.608 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.01 MaxDeploySpeed=129.48
  12. I think I understand. Crawford, you noticed the issue when checking over the TU-160 in Mue's Lod viewer, correct? All 3 gear shocks are set on Animation ID-7 but as you noticed, the nose shock travel is incorrect. The TU-160 in game doesn't have that problem because the animation ID-7 is not being used. The shocks are set independently using the node name and travel axis approach. After some testing "in game" I noticed issues with the main gear shock travel axis so will try and fix that by adjusting the ShockTravelAxis=XXX. Will pass along the changes.
  13. Posted on the Tu-160 download thread as well. Getting proper up/down motion on my version, beta 0.91 [NoseGear] ShockNodeName=Front_Shock ShockTravelAxis=Z-AXIS
  14. That's odd. It works fine on my old beta test version. Do you have these nose gear entries with this version? [NoseGear] ShockNodeName=Front_Shock ShockTravelAxis=Z-AXIS
  15. There is a "game issue" regarding the take off behavior. I've concluded there is an invisible vertical waypoint that the AI aircraft target after take off. This causes the steep low speed AI climb outs you see after take off. Also, there are things going on with the aircraft weight when under AI / autopilot control. If IIRC, the weight of the external loadout is ignored. Having said that, there could be an FM issue as well. What airplane are you having issues with?
  16. Same here. I bought a new Dell late last year without having a clue and it's working OK but I find that with Mues extended fade mod, some environmental enhancements, high res skins /cockpits, and lots of terrain tods I still get occasional frame rate chop. I went a bit cheap on the ram at 16GB. Also, even with my previous computer, the new graphics cards/drivers don't seem to handle old games very well.
  17. Glad to hear from you UllyB! Best wishes for a speedy and complete recovery! I'm still available for FM work should anyone wish to pick up on UllyB's project. Just keep me away from the weapon stuff, please!
  18. This post cannot be displayed because it is in a password protected forum. Enter Password
  19. Great photo! The runway layout is what I remember from some earlier basic research.
  20. Sorry, wrong thread for an attempt at humor.
  21. I think you missed the . [joke]
  22. Veltro's looks good but after a brief fling with some modern jets I think I'm really more interested in working on planes that fit in with the original Strike Fighters date range. The era of dumb bombs and smart pilots, not the other way around! Ouch..................feel the burn! PS: I don't much like the Tu-160 FM I made anyway, it needs a lot of work.
  23. Here's one way to win the North Atlantic campaign. UllyB's TU-160 in action. Probably don't need two Tu-160 models.
  24. My memory is not the greatest but I think Biggin Hill got a couple of short paved runways in early 1940, prior to the fall of France. The airfields are looking very good!
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